Digital Extremes is internet hosting its tenth TennoCon this weekend to have fun 12 years of Warframe and the beginnings of its new IP, Soulframe. Forward of the celebration, we noticed a brand new gameplay demo of Soulframe introduced by Digital Extremes CEO Steve Sinclair, Soulframe inventive director Geoff Crookes, and senior neighborhood supervisor Sarah Asselin, and spoke with two members of the Soulframe dev group.
Soulframe narrative designer Sydney Hills and lead designer Scott McGregor answered our questions in regards to the sport’s new talent system; its French-speaking witch, Verminia; the singing bear, Bromius; and extra.
Soulframe is a free-to-play, open-world multiplayer RPG with a fantasy setting that sits in distinction to Warframe’s sci-fi world. It’s rather more rooted in a connection to nature, encouraging exploration of Midrath’s mystical wilderness. As a substitute of weapons and lasers, suppose bows and magic.
In the event you’re desirous about attempting the sport for your self, you possibly can join proper now on the Soulframe official web site. Digital Extremes is granting Soulframe Preludes entry to all gamers who join throughout TennoCon weekend, earlier than July 20 at 11:59 p.m. ET.
GameSpot: Earlier, Steve spoke about how talent timber felt “boring,” and possibly not the correct match for Soulframe as a stay service sport, whereas exhibiting off idea artwork of a brand new talent system. Are you able to communicate a bit extra in regards to the new method of managing and acquiring abilities, and the way it works higher for Soulframe?
Scott McGregor: In the event you’re aware of the early days of Warframe, we had a model of a talent tree. And we discovered it did not work. After which, we repeated the identical drawback once more [laughs]. And in Soulframe, we have been making an attempt to attempt to tie it to… a broader class of weapons to type of make that tempo work with the size of the sport that we’re making. The video games that we make, clearly, are hundreds of hours. You realize, we’re getting gamers, hopefully, in for a very long time, proper? We now have a lot of gamers which were with us on Warframe for the complete 12 years.
And designing techniques that may be attention-grabbing and deep sufficient for that period of time is a problem. So, clearly, seeing the place we have been on the talent timber, we felt, once more, it wasn’t going to work for us. So we’re pivoting to a system that is extra open-ended, and extra one thing that you could add to shortly, and out of sync. Ability timber type of endure from this drawback [where] you need to respect all of the participant’s funding in it.
So, a participant that has been with us for a really very long time… in case you add one thing cool and new to the sport, they’ll get the factor that is on the very finish of the tree, proper? A brand new participant that, you already know, joined 5 years in, can not. Or somebody that simply, you already know, occurred to observe a dev stream is like, “Oh, these new abilities that you simply’re including to the sport look actually cool. I need to try this sport.” After which they have a look at the talent tree and go, “Oh my God, that is hundreds of hours simply to get to the tip the place I can get this remaining new talent.”
Whereas an open-ended system, the place you possibly can add issues and take away as we develop them, permits new and previous gamers to expertise these issues. So I feel that is likely one of the the explanation why we’re doing this. It is like making a system that may develop with us.
McGregor: It is not 100% [one way or the other]. [Your] development of the quantity [of skills] that you could slot might be tied to the development of the weapon class. So in case you’re utilizing bows, you may have like a bow talent ninja scroll sort factor that you could slot in–different bow methods and bow abilities. After which, as you get higher with extra bows, you [will] have extra slots to fit [skills] in. After which discovering the person abilities might be primarily based on what’s on the planet. Like you’ll find it from an ancestor, or choose up a uncommon one from a drop, or one thing like that.
We met this French-speaking witch, Verminia–who I really like by the way in which, as a result of I communicate French–and it was talked about that language is necessary in Soulframe. Does language range tie into the narrative, or is it extra of an general vibe or feeling you have been going for when increasing or fleshing out the world?
Sydney Hills: Yeah, positively a giant a part of the soul of Soulframe is the completely different languages and the completely different accents. We have labored with voice actors from tons of various locations already. Kim Bonifay, who voices Verminia–she’s French, [but] I feel she’s positioned in London, England. Additionally, for the Bromius quest, we bought Øystein Kanestrøm, who’s the voice of Bromius. And he’s Finnish, recording from Finland.
I do know in my writing, I supply loads of inspiration from historic languages and historic slang. For our final replace, we bought a bunch of Scottish voice actors in for all of those NPCs round Dendria, which is our pseudo-Scottish city. And I discovered a lot good Scottish slang and it was a lot enjoyable [to learn]. Quite a lot of the time, I might come into the recording periods with some Scottish slang within the script, and the Scottish actors could be like, “So does this imply he is drunk?” And I might be like, “Properly, no, I assumed that meant he was drained.” They’re like, “Nope, this implies drunk.” Each Scottish slang [term] means drunk in case you actually unravel it [laughs].

In any case, tangent, however positively within the Bromius quest too, we had loads of affect from Finnish mythology [and] Finnish language. There’s this phrase… a Finnish phrase, [and] it sort of means “tears of the deep forest spruce.” And once more, it is alcohol. It is one other euphemism for moonshine.
McGregor: Oh, actually?
Hills: Doing that type of early language [research] positively helps encourage loads of the themes. It positively helped encourage the Bromius quest. And, you already know, what would a tree cry? It could be sap.
What are a few of the challenges you face when crafting a story for a stay service sport in these early levels, whereas gamers are nonetheless enjoying Preludes, and it isn’t, you already know, absolutely open but? How far forward do you need to look and plan for a sport that wishes to develop yr after yr?
Hills: Narrative-wise, it is positively loads of guessing. There’s lots. There’s some issues that we all know for certain. We now have actually large plot factors surrounding a few of our large villains and our large heroes, and those who we’ll want to save lots of. However loads of it… comes up organically in writing weapon descriptions or location textual content in-game.
It is loads of, you already know, very gradual constructing, and each on occasion I am going to insert one other, “Okay, there’s one other place on this world referred to as ‘Skelflind.’ And now that is a factor, and we will draw on it later. It is loads of following threads of what we discover attention-grabbing and hoping that they’re going to all match collectively in the long run.
That sounds actually troublesome, I am not gonna lie [laughs].
McGregor: There’s loads of planting seeds. You are leaving little nuggets of stuff that you will come again [to] years later and be like, “Oh, nicely, that is what I meant again then about that factor that I solely talked about in a single sentence.” However we broaden that later. I at all times discovered that was tremendous attention-grabbing in regards to the Warframe improvement. Stuff that was, you already know, vaguely referenced in very early lore, turns into this nice large factor in a while. And I feel that was implausible. And I feel Soulframe will comply with that very same path.


McGregor: It is a completely different class. So, sidearms are our subsection of weapons that may solely match into that slot. I will not say that we can’t permit you ultimately to combine and match and put a sidearm into your essential [slot] or your essential into your sidearm [slot]. That would find yourself being a factor, however at the moment, proper now, we’ve got them in two [different] buckets.
However there might be completely different choices in your sidearm. So you’ll get a magic casting wrist gauntlet on your sidearm. Or you’ll get a wrist-mounted bow. It is not at all times simply gonna be blades or maces, or stuff like that. There will be a wide range of weapons in each classes.
I feel neighborhood supervisor Sarah [Asselin] was speaking about it, and he or she stated that the sidearm could be very distinctly not [a] secondary weapon.
McGregor: Yeah… I feel Steve [Sinclair] is rubbing off on Sydney, too. They like to call things–give them names for Soulframe. Which, you already know, makes my life troublesome as a result of I at all times discover this stuff after we’re attempting to speak about them in public. As a result of it is like, “It is your sidearm,” [but no,] “It is your secondary.”
I feel that is what’s nice in regards to the video games that we do make is [that] we go that little bit additional to ensure that they’ve a taste and a uniqueness. It is not simply the identical factor that everybody makes use of. We attempt to verify we put one thing on it that makes it distinctive to our sport.


McGregor: For me, at the moment the good one I feel we have got was the alt hearth for the bows. ‘Trigger [it’s] like a rain of [arrows] in an space of impact. I assumed that was a pleasant play on one thing that is type of… there’s bows in loads of video games, and there is loads of methods to do it. And I assumed that felt actually distinctive to us.
The mechanic that we have been actually buzzing about within the demo is–if you noticed it within the stay demo–was the [ability to] replicate magic forwards and backwards. It was like a wizard on wizard battle. So, you possibly can truly ping-pong that projectile forwards and backwards, like a parry, proper? With swords, that is the way it works. In the event you’re timing it proper, you possibly can truly bounce that forwards and backwards. And each time that projectile goes forwards and backwards, it will get slightly bit extra highly effective. So, touchdown that shot might really feel very wonderful if you’re the one sending it. That was one which’s been tremendous standard within the studio, that feels actually superior.
Hills: Magic ping-pong. Has anybody referred to as it that but?
McGregor: I do not know [laughs]. I am ready for you guys to call it so I can stumble over it later.
Hills: Magic ping-pong. Write that down [laughs].
McGregor: After which, future issues. For me, it is Motes. We now have a Mote system within the game–it’s simply sort of bland. It is simply stats. And we have give you this [new] concept that the Motes are creatures that stay in your sword and provides your sword distinctive skills.
As that system progresses and begins to come back collectively, and we add to it and alter it, it is beginning to actually really feel distinctive to the sport. So, I am enthusiastic about the place that is heading as a future factor I am engaged on.


Soulframe is constructed on a narrative tied to nature. And we will see that in environments and characters just like the bear, Bromius, within the demo. Was there any emphasis being placed on including extra speaking or singing animal encounters or companions? As a result of I am imagining a Disney princess vibe, however simply extra harmful.
Hills: Yeah, the present lore is it is simply our Omen Beasts who can communicate. The entire different animals in-game, at the moment, are simply cute little chittering noises. Although we have been speaking [about]–[and] somebody made a joke immediately about [it having] a Pied Piper vibe–a bunch of little singing and dancing animals following behind a bard. And I assumed that might be actually cute in the event that they sang.
However no, I feel for now, our Omen Beasts… embody nearly the collective spirit of the animal species that they stand for. So Bromius is the collective spirit of the entire bears in Midrath. And so, due to that, he has this additional supply of energy that enables him to speak with the Envoy. And I am certain we’ll hold constructing on that with new Omen Beasts sooner or later.
Are there any tales or tales you’re taking inspiration from when crafting the narrative that folks won’t count on?
Hills: Since engaged on Soulframe, I’ve gotten tremendous into historic mythologies. And after we first began speaking about doing a bear Omen Beast, I positively did my little analysis to see what sort of cultures have bears of their myths. And there is loads of them. We ended up going with the Finnish inspiration as a result of Finland actually is obsessed with their bears.
Nonetheless, [bears] persist within the mythology [of several cultures]. Again [in] BC–like prehistoric or early historic, historic antiquity period, they’ve… I wrote it down… Otso! [He] is that this mythological bear that is part of this actually, actually superior poetry epic from Finland that’s sort of a creation delusion. And it has the bear because the king of the forest. And he is sort of equally feared and revered, which I assumed is an attention-grabbing factor to consider with Bromius.
You may see extra of him in the remainder of the demo, however he is greater than a giant, scary man. He is bought a extremely candy and gentle aspect that I am actually enthusiastic about.
I imply, he was singing to a plant.
Hills: [laughs] Yeah! You’ve got seen it. It is there.
Yeah, I can not wait to see the remainder of the demo.
Soulframe remains to be in pre-alpha. The sport is ready to launch for PC later this yr.